/*******************************************************/
/* some essential calsses and tables for marching cube
/* Zuo Qing, 2010.11.17-2010.11.18
/* modified by Zuo Qing, 2015-02-09
/*******************************************************/

#ifndef _ZQ_MARCHING_CUBE_CLASS_H_
#define _ZQ_MARCHING_CUBE_CLASS_H_
#pragma once

#include <vector>
#include <stdio.h>
#include <math.h>
#include "ZQ_Vec3D.h"

namespace ZQ
{
	class MarchingCubeBase
	{
	public:
		class Vertex
		{
		public:
			ZQ_Vec3D v;
			ZQ_Vec3D normal;
			ZQ_Vec3D color;
		};

		struct MCtriangle
		{
			Vertex v[3];
		};

		//vGetColor generates a color from a given position and normal of a point
		static void vGetColor(ZQ_Vec3D &rfColor, ZQ_Vec3D &rfPosition, ZQ_Vec3D &rfNormal)
		{
			float fX = rfNormal.x;
			float fY = rfNormal.y;
			float fZ = rfNormal.z;
			rfColor.x = (fX > 0.0 ? fX : 0.0) + (fY < 0.0 ? -0.5*fY : 0.0) + (fZ < 0.0 ? -0.5*fZ : 0.0);
			rfColor.y = (fY > 0.0 ? fY : 0.0) + (fZ < 0.0 ? -0.5*fZ : 0.0) + (fX < 0.0 ? -0.5*fX : 0.0);
			rfColor.z = (fZ > 0.0 ? fZ : 0.0) + (fX < 0.0 ? -0.5*fX : 0.0) + (fY < 0.0 ? -0.5*fY : 0.0);
		}

		//fGetOffset finds the approximate point of intersection of the surface
		// between two points with the values fValue1 and fValue2
		static float fGetOffset(float fValue1, float fValue2, float fValueDesired)
		{
			double fDelta = fValue2 - fValue1;

			if (fDelta == 0.0)
			{
				return 0.5;
			}
			return (fValueDesired - fValue1) / fDelta;
		}

		static void vNormalizeVector(ZQ_Vec3D &rfVectorResult, ZQ_Vec3D &rfVectorSource)
		{
			float fOldLength;
			float fScale;

			fOldLength = sqrtf((rfVectorSource.x * rfVectorSource.x) +
				(rfVectorSource.y * rfVectorSource.y) +
				(rfVectorSource.z * rfVectorSource.z));

			if (fOldLength == 0.0)
			{
				rfVectorResult.x = rfVectorSource.x;
				rfVectorResult.y = rfVectorSource.y;
				rfVectorResult.z = rfVectorSource.z;
			}
			else
			{
				fScale = 1.0 / fOldLength;
				rfVectorResult.x = rfVectorSource.x*fScale;
				rfVectorResult.y = rfVectorSource.y*fScale;
				rfVectorResult.z = rfVectorSource.z*fScale;
			}
		}

	};

	


	class ZQ_MarchingCube
	{
		/*   data size = [X,Y,Z], data(i,j,k) = data[k*Y*X+j*X+i];   */

	public:
		ZQ_MarchingCube():data(0), xsize(0), ysize(0), zsize(0), targetValue(0.0){}
		~ZQ_MarchingCube()
		{
			_clearData();
			_clearTriangle();
		}

	private:
		
		float*	data;
		float	targetValue;
		int		xsize;
		int		ysize;
		int		zsize;
		std::vector<MarchingCubeBase::MCtriangle> triangles;

	public:

		bool SetSize(int xsize, int ysize, int zsize)
		{
			if (xsize >= 2 && ysize >= 2 && zsize >= 2)
			{
				this->xsize = xsize;
				this->ysize = ysize;
				this->zsize = zsize;
				return true;
			}
			else
				return false;
		}

		//this function will not copy the data
		bool SetData(float* data)
		{
			if (data == 0)
				return false;
			this->data = data;
			return true;
		}

		void SetTargetValue(float value){ this->targetValue = value; }

		bool GetSize(int* xsize, int* ysize, int* zsize)const
		{
			*xsize = this->xsize;
			*ysize = this->ysize;
			*zsize = this->zsize;
			return true;
		}

		float* GetData()const { return this->data; }

		float GetTargetValue() const { return this->targetValue; }

		void GenTriangles()
		{
			this->triangles.clear();
			this->_vMarchingCubes();
		}

		int GetNumOfTriangle() const { return this->triangles.size(); }

		MarchingCubeBase::MCtriangle GetTriangle(int index) const { return this->triangles.at(index); }

	private:
		void _clearData()
		{
			this->data = 0;
			this->xsize = 0;
			this->ysize = 0;
			this->zsize = 0;
			this->targetValue = 0.0;
		}

		void _clearTriangle(){ this->triangles.clear(); }

		void _vMarchingCubes()
		{
			int iX, iY, iZ;
			for (iX = 0; iX < this->xsize - 1; iX++)
			{
				for (iY = 0; iY < this->ysize - 1; iY++)
				{
					for (iZ = 0; iZ < this->zsize - 1; iZ++)
						this->_vMarchCubes1(iX, iY, iZ);
				}
			}
		}

		void _vMarchCubes1(int iX, int iY, int iZ)
		{

			//These tables are used so that everything can be done in little loops that you can look at all at once
			// rather than in pages and pages of unrolled code.

			//a2fVertexOffset lists the positions, relative to vertex0, of each of the 8 vertices of a cube
			const float a2fVertexOffset[8][3] =
			{
				{ 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 }, { 1.0, 1.0, 0.0 }, { 0.0, 1.0, 0.0 },
				{ 0.0, 0.0, 1.0 }, { 1.0, 0.0, 1.0 }, { 1.0, 1.0, 1.0 }, { 0.0, 1.0, 1.0 }
			};

			//a2iEdgeConnection lists the index of the endpoint vertices for each of the 12 edges of the cube
			const int a2iEdgeConnection[12][2] =
			{
				{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 },
				{ 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 },
				{ 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }
			};

			//a2fEdgeDirection lists the direction vector (vertex1-vertex0) for each edge in the cube
			const float a2fEdgeDirection[12][3] =
			{
				{ 1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { -1.0, 0.0, 0.0 }, { 0.0, -1.0, 0.0 },
				{ 1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { -1.0, 0.0, 0.0 }, { 0.0, -1.0, 0.0 },
				{ 0.0, 0.0, 1.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, 1.0 }
			};

			//a2iTetrahedronEdgeConnection lists the index of the endpoint vertices for each of the 6 edges of the tetrahedron
			const int a2iTetrahedronEdgeConnection[6][2] =
			{
				{ 0, 1 }, { 1, 2 }, { 2, 0 }, { 0, 3 }, { 1, 3 }, { 2, 3 }
			};

			//a2iTetrahedronEdgeConnection lists the index of verticies from a cube 
			// that made up each of the six tetrahedrons within the cube
			const int a2iTetrahedronsInACube[6][4] =
			{
				{ 0, 5, 1, 6 },
				{ 0, 1, 2, 6 },
				{ 0, 2, 3, 6 },
				{ 0, 3, 7, 6 },
				{ 0, 7, 4, 6 },
				{ 0, 4, 5, 6 },
			};

			// For any edge, if one vertex is inside of the surface and the other is outside of the surface
			//  then the edge intersects the surface
			// For each of the 4 vertices of the tetrahedron can be two possible states : either inside or outside of the surface
			// For any tetrahedron the are 2^4=16 possible sets of vertex states
			// This table lists the edges intersected by the surface for all 16 possible vertex states
			// There are 6 edges.  For each entry in the table, if edge #n is intersected, then bit #n is set to 1

			const int aiTetrahedronEdgeFlags[16] =
			{
				0x00, 0x0d, 0x13, 0x1e, 0x26, 0x2b, 0x35, 0x38, 0x38, 0x35, 0x2b, 0x26, 0x1e, 0x13, 0x0d, 0x00,
			};

			// For each of the possible vertex states listed in aiTetrahedronEdgeFlags there is a specific triangulation
			// of the edge intersection points.  a2iTetrahedronTriangles lists all of them in the form of
			// 0-2 edge triples with the list terminated by the invalid value -1.
			//
			// I generated this table by hand

			const int a2iTetrahedronTriangles[16][7] =
			{
				{ -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 3, 2, -1, -1, -1, -1 },
				{ 0, 1, 4, -1, -1, -1, -1 },
				{ 1, 4, 2, 2, 4, 3, -1 },

				{ 1, 2, 5, -1, -1, -1, -1 },
				{ 0, 3, 5, 0, 5, 1, -1 },
				{ 0, 2, 5, 0, 5, 4, -1 },
				{ 5, 4, 3, -1, -1, -1, -1 },

				{ 3, 4, 5, -1, -1, -1, -1 },
				{ 4, 5, 0, 5, 2, 0, -1 },
				{ 1, 5, 0, 5, 3, 0, -1 },
				{ 5, 2, 1, -1, -1, -1, -1 },

				{ 3, 4, 2, 2, 4, 1, -1 },
				{ 4, 1, 0, -1, -1, -1, -1 },
				{ 2, 3, 0, -1, -1, -1, -1 },
				{ -1, -1, -1, -1, -1, -1, -1 },
			};

			// For any edge, if one vertex is inside of the surface and the other is outside of the surface
			//  then the edge intersects the surface
			// For each of the 8 vertices of the cube can be two possible states : either inside or outside of the surface
			// For any cube the are 2^8=256 possible sets of vertex states
			// This table lists the edges intersected by the surface for all 256 possible vertex states
			// There are 12 edges.  For each entry in the table, if edge #n is intersected, then bit #n is set to 1

			const int aiCubeEdgeFlags[256] =
			{
				0x000, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
				0x190, 0x099, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
				0x230, 0x339, 0x033, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
				0x3a0, 0x2a9, 0x1a3, 0x0aa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
				0x460, 0x569, 0x663, 0x76a, 0x066, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
				0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0x0ff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
				0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x055, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
				0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0x0cc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
				0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0x0cc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
				0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x055, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
				0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0x0ff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
				0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x066, 0x76a, 0x663, 0x569, 0x460,
				0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0x0aa, 0x1a3, 0x2a9, 0x3a0,
				0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x033, 0x339, 0x230,
				0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x099, 0x190,
				0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x000
			};

			//  For each of the possible vertex states listed in aiCubeEdgeFlags there is a specific triangulation
			//  of the edge intersection points.  a2iTriangleConnectionTable lists all of them in the form of
			//  0-5 edge triples with the list terminated by the invalid value -1.
			//  For example: a2iTriangleConnectionTable[3] list the 2 triangles formed when corner[0] 
			//  and corner[1] are inside of the surface, but the rest of the cube is not.
			//
			//  I found this table in an example program someone wrote long ago.  It was probably generated by hand

			const int a2iTriangleConnectionTable[256][16] =
			{
				{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1 },
				{ 8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1 },
				{ 3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1 },
				{ 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1 },
				{ 4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1 },
				{ 9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1 },
				{ 10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1 },
				{ 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1 },
				{ 5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1 },
				{ 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1 },
				{ 2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1 },
				{ 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1 },
				{ 11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1 },
				{ 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1 },
				{ 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1 },
				{ 11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1 },
				{ 2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1 },
				{ 6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1 },
				{ 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1 },
				{ 6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1 },
				{ 6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1 },
				{ 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1 },
				{ 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1 },
				{ 3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1 },
				{ 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1 },
				{ 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1 },
				{ 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1 },
				{ 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1 },
				{ 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1 },
				{ 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1 },
				{ 10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1 },
				{ 1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1 },
				{ 0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1 },
				{ 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1 },
				{ 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1 },
				{ 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1 },
				{ 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1 },
				{ 3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1 },
				{ 6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1 },
				{ 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1 },
				{ 10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1 },
				{ 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1 },
				{ 7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1 },
				{ 7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1 },
				{ 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1 },
				{ 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1 },
				{ 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1 },
				{ 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1 },
				{ 0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1 },
				{ 7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1 },
				{ 7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1 },
				{ 10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1 },
				{ 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1 },
				{ 7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1 },
				{ 6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1 },
				{ 6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1 },
				{ 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1 },
				{ 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1 },
				{ 8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1 },
				{ 1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1 },
				{ 10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1 },
				{ 10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1 },
				{ 9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1 },
				{ 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1 },
				{ 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1 },
				{ 7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1 },
				{ 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1 },
				{ 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1 },
				{ 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1 },
				{ 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1 },
				{ 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1 },
				{ 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1 },
				{ 6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1 },
				{ 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1 },
				{ 6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1 },
				{ 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1 },
				{ 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1 },
				{ 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1 },
				{ 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1 },
				{ 9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1 },
				{ 1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1 },
				{ 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1 },
				{ 0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1 },
				{ 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1 },
				{ 11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1 },
				{ 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1 },
				{ 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1 },
				{ 2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1 },
				{ 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1 },
				{ 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1 },
				{ 1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1 },
				{ 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1 },
				{ 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1 },
				{ 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1 },
				{ 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1 },
				{ 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1 },
				{ 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1 },
				{ 9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1 },
				{ 5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1 },
				{ 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1 },
				{ 8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1 },
				{ 9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1 },
				{ 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1 },
				{ 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1 },
				{ 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1 },
				{ 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1 },
				{ 11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1 },
				{ 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1 },
				{ 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1 },
				{ 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1 },
				{ 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1 },
				{ 1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1 },
				{ 4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1 },
				{ 0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1 },
				{ 9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1 },
				{ 1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ 0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
				{ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
			};

			int iCorner, iVertex, iVertexTest, iEdge, iTriangle, iFlagIndex, iEdgeFlags;
			float fOffset;
			ZQ_Vec3D sColor;
			float afCubeValue[8];
			ZQ_Vec3D asEdgeVertex[12];
			ZQ_Vec3D asEdgeNorm[12];

			//Make a local copy of the values at the cube's corners
			for (iVertex = 0; iVertex < 8; iVertex++)
			{
				int xoff = a2fVertexOffset[iVertex][0];
				int yoff = a2fVertexOffset[iVertex][1];
				int zoff = a2fVertexOffset[iVertex][2];

				afCubeValue[iVertex] = _sample(iX + xoff, iY + yoff, iZ + zoff);
				//int xx = iX + xoff;
				//int yy = iY + yoff;
				//int zz = iZ + zoff;
				//afCubeValue[iVertex] = this->data[xx * ysize * zsize + yy * zsize + zz];

			}

			//Find which vertices are inside of the surface and which are outside
			iFlagIndex = 0;
			for (iVertexTest = 0; iVertexTest < 8; iVertexTest++)
			{
				if (afCubeValue[iVertexTest] <= this->targetValue)
					iFlagIndex |= 1 << iVertexTest;
			}

			//Find which edges are intersected by the surface
			iEdgeFlags = aiCubeEdgeFlags[iFlagIndex];

			//If the cube is entirely inside or outside of the surface, then there will be no intersections
			if (iEdgeFlags == 0)
			{
				return;
			}

			//Find the point of intersection of the surface with each edge
			//Then find the normal to the surface at those points
			for (iEdge = 0; iEdge < 12; iEdge++)
			{
				//if there is an intersection on this edge
				if (iEdgeFlags & (1 << iEdge))
				{
					fOffset = MarchingCubeBase::fGetOffset(afCubeValue[a2iEdgeConnection[iEdge][0]], afCubeValue[a2iEdgeConnection[iEdge][1]], targetValue);

					asEdgeVertex[iEdge].x = iX + (a2fVertexOffset[a2iEdgeConnection[iEdge][0]][0] + fOffset * a2fEdgeDirection[iEdge][0]);
					asEdgeVertex[iEdge].y = iY + (a2fVertexOffset[a2iEdgeConnection[iEdge][0]][1] + fOffset * a2fEdgeDirection[iEdge][1]);
					asEdgeVertex[iEdge].z = iZ + (a2fVertexOffset[a2iEdgeConnection[iEdge][0]][2] + fOffset * a2fEdgeDirection[iEdge][2]);

					//_vGetNormal(asEdgeNorm[iEdge], asEdgeVertex[iEdge].x / (xsize - 1), asEdgeVertex[iEdge].y / (ysize - 1), asEdgeVertex[iEdge].z / (zsize - 1));
					_vGetNormal(asEdgeNorm[iEdge], asEdgeVertex[iEdge].x, asEdgeVertex[iEdge].y, asEdgeVertex[iEdge].z);
				}
			}

			//store the triangles that were found.  There can be up to five per cube
			for (iTriangle = 0; iTriangle < 5; iTriangle++)
			{
				if (a2iTriangleConnectionTable[iFlagIndex][3 * iTriangle] < 0)
					break;

				MarchingCubeBase::MCtriangle m_Triangle;
				for (iCorner = 0; iCorner < 3; iCorner++)
				{

					iVertex = a2iTriangleConnectionTable[iFlagIndex][3 * iTriangle + iCorner];

					MarchingCubeBase::vGetColor(sColor, asEdgeVertex[iVertex], asEdgeNorm[iVertex]);
					//	glColor3f(sColor.x, sColor.y, sColor.z);
					//	glNormal3f(asEdgeNorm[iVertex].x,   asEdgeNorm[iVertex].y,   asEdgeNorm[iVertex].z);
					//	glVertex3f(asEdgeVertex[iVertex].x, asEdgeVertex[iVertex].y, asEdgeVertex[iVertex].z);


					m_Triangle.v[iCorner].color = sColor;
					m_Triangle.v[iCorner].normal = ZQ_Vec3D(asEdgeNorm[iVertex].x, asEdgeNorm[iVertex].y, asEdgeNorm[iVertex].z);
					//m_Triangle.v[iCorner].v = ZQ_Vec3D(asEdgeVertex[iVertex].x / (xsize - 1), asEdgeVertex[iVertex].y / (ysize - 1), asEdgeVertex[iVertex].z / (zsize - 1));
					m_Triangle.v[iCorner].v = ZQ_Vec3D(asEdgeVertex[iVertex].x, asEdgeVertex[iVertex].y, asEdgeVertex[iVertex].z);
				}
				this->triangles.push_back(m_Triangle);
			}
		}

	private:
		void _vGetNormal(ZQ_Vec3D &rfNormal, float fX, float fY, float fZ)
		{
			rfNormal.x = _sample(fX - 0.01, fY, fZ) - _sample(fX + 0.01, fY, fZ);
			rfNormal.y = _sample(fX, fY - 0.01, fZ) - _sample(fX, fY + 0.01, fZ);
			rfNormal.z = _sample(fX, fY, fZ - 0.01) - _sample(fX, fY, fZ + 0.01);
			MarchingCubeBase::vNormalizeVector(rfNormal, rfNormal);
		}

		float _sample(float fX, float fY, float fZ)//trilinear interpolation
		{
			int x = (int)fX;
			int y = (int)fY;
			int z = (int)fZ;
			float offx = fX - x;
			float offy = fY - y;
			float offz = fZ - z;

			float w000 = (1.0f - offx) * (1.0f - offy) * (1.0f - offz);
			float w100 = offx  * (1.0f - offy) * (1.0f - offz);
			float w010 = (1.0f - offx) *	     offy  * (1.0f - offz);
			float w110 = offx  *		 offy  * (1.0f - offz);
			float w001 = (1.0f - offx) * (1.0f - offy) *		 offz;
			float w101 = offx  * (1.0f - offy) *		 offz;
			float w011 = (1.0f - offx) *		 offy  *	     offz;
			float w111 = offx  *		 offy  *		 offz;

			float d000, d100, d010, d110, d001, d101, d011, d111;
			d000 = this->data[z    * ysize * xsize + y    * xsize + x];

			if (x + 1 < xsize)
				d100 = this->data[z * ysize * xsize + y    * xsize + (x + 1)];
			else
				d100 = 0.0f;

			if (y + 1 < ysize)
				d010 = this->data[z   *ysize*xsize + (y + 1)*xsize + x];
			else
				d010 = 0.0f;

			if (x + 1 < xsize && y + 1 < ysize)
				d110 = this->data[z   *ysize*xsize + (y + 1)*xsize + (x + 1)];
			else
				d110 = 0.0f;

			if (z + 1 < zsize)
				d001 = this->data[(z + 1)*ysize*xsize + y   *xsize + x];
			else
				d001 = 0.0f;

			if (x + 1 < xsize && z + 1 < zsize)
				d101 = this->data[(z + 1)*ysize*xsize + y   *xsize + (x + 1)];
			else
				d101 = 0.0f;

			if (y + 1 < ysize && z + 1 < zsize)
				d011 = this->data[(z + 1)*ysize*xsize + (y + 1)*xsize + x];
			else
				d011 = 0.0f;

			if (x + 1 < xsize && y + 1 < ysize && z + 1 < zsize)
				d111 = this->data[(z + 1)*ysize*xsize + (y + 1)*xsize + (x + 1)];
			else
				d111 = 0.0f;

			return w000 * d000 + w100 * d100 + w010 * d010 + w110 * d110 + w001 * d001 + w101 * d101 + w011 * d011 + w111 * d111;
		}
	};

}

#endif